Ult now: Darius leaps to target enemy champion and strikes a lethal blow, dealing true damage.
- True Damage: 160 / 250 / 340 (+ 75% Bonus AD)
The cooldown is refreshed if Noxian Guillotine kills the target
I do not think that the auto-refresh is a problem. Darius is meant to be the guy you put on 'clean up duty' after a team fight, if your ADC or AP goes down. I think the issue is how much Damage that it puts out. If they changed the additional damage for each stack it does down to 10% from the 20%, that will considerably balance the character out.
This character has a lot of OP issues, especially since they gave him a massive buff last patch.
His Q with 5 ferocity now -
Savagery deals additional damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled.
I think the issue here is that he can basically one shot anything with this ability. Bring it down to 80% and that should fix it. Yes I understand that this is an incredible amount to cut it by but I have seen Rengar almost one shot tanks with his Q and that really should not be possible.
His W with 5 ferocity now -
Battle Roar also heals Rengar for 15% of his maximum health.
Bring it down to 8-10%. Still enough to save yourself from ults like Caitlyn's, Darius's, and such but not so much as it can completely turn a fight around no matter when it is used. I have seen people use this in 1v3/4/5 situations and win the fights against all odds, shouldn't be as possible as it is.
3rd issue (not as big as the other two but still an issue):
His passive -
While in brush or stealthed, Rengar gains bonus attack range and his attacks cause him to leap at his target. This bonus lasts for ~0.5 second upon exiting brush or stealth. This will happen regardless of whether or not his target has sight of him, and has no internal cooldown.
I like the idea but it's WAY too powerful right now. Cut the jump by one fourth or one half its length now. Since the jump gets buffed by his special item/trophies, the jump should not be so large from the start.
First issue -
His Evolved Q now -
Increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of Taste Their Fear and Kha'Zix's Basic Attacks by 50.
Bring the damage% of missing health down to 7% from 12%. Still a large amount of damage if done correctly, but not so much damage if the target is at half health. Makes the ability even more about timing instead of just doing it whenever.
2nd Issue(s) -
His W now -
Kha'Zix fires spikes that explode on contact, dealing physical damage to all nearby enemies. Kha'Zix is healed if he is within the explosion radius.
- Physical Damage: 75 / 115 / 155 / 195 / 235 (+ 90% bonus AD)
- Heal: 40 / 70 / 100 / 130 / 160 (+ 50% AP)
First issue, change the Bonus AD% to 75%. Reason is, if you have an evolved form, you can hit a target with all 3 spikes if you are close enough and do triple the damage, which makes it MASSIVELY OP with how much damage it can do now.
2nd issue is the amount it can heal you. Bring the base heal down to 40/55/80/110/130 from 40/70/100/130/160. If evolved, you get healed for each explosion that is near you, so at level 6, if you have it a level 3 (and evolved), you get healed for 300 health (if you are within each explosion).
3rd issue -
His Passive now -
When Kha'Zix is not being seen by nearby enemy champions, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170 / 185 / 200 / 220 (+ 50% AP) bonus magic damage and slow by 35% for 2 seconds.
Unseen Threat lasts until consumed and has no internal cooldown. Being visible to enemy wards, minions or neutral monsters has no effect in Unseen Threat becoming available.
The damage doesn't seem to be that big of an issue, but still working if you are around ward and enemy minions? That is a major issue. Yes, that makes it so you don't have another champion's counter as just warding (such as the old/new Twitch and old Eve), but makes it OP. I don't think that it should be completely taken away around wards and enemy minions but halved by them, this way the damage is still there but not as strong.
Well those are the issues I have seen so far and experienced first hand. Let me know what you guys think!